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ADVANCED LEVEL 



TAKE THEIR WORDS FOR IT! 



"I'm probably not going to watch TV for the next year 

now that I have ZORK III " 

Jennie, 21, Student 

Logan, Utah 

"Masterpieces of logic" 
PLAYBOY magazine 

"ZORK is the only series of programs which all of the family 

and most of my friends are interested in. " 

Bob, 37, Railroad Clerk 

Blaine, Minnesota 

"Very fascinating. . ..Makes you THINK. " 

Peggy, 50, Wife and Mother 

Davisburg, Mississippi 

"Once again the master adventurers oflnfocom 

have thrust us into the titillating, terrifying, 

and sometimes intimidating world of ZORK. . .. 

ZORK II is an adventure fit for master adventurers. " 

SOFTLINE magazine 

"All-text is great. My imagination is greater than any graphics. j 

Dean, 13 
Seattle 

"ZORK is going to drive me to my knees" 
Astronaut Sally Ride 

"Now my wife hates your games (ha, ha). " 

John, 48, Artist 

Goldthwaite, Texas 




ONNINEZORKMIDSADAY 




A Traveller's Guide 

to the 

Great Underground Empire 

by Lester Foozilbarmumboz 

Frobozz Magic Book Company. Copied right in the year 873. All rights reversed. 




FESTERON TOWN LIBRARY 



03/35/874 


07/07/876 


03/02/881 


05/U/874 


09/02/876 


06/14/883 


09/01/874 


02/13/877 


04/22/917 


01/29/875 


03/09/878 


02/21/948 


04/34/875 


07/35/878 




06/10/875 


01/03/879 




04/21/876 


08/06/879 





Please take care oi me 
lihrarv Kxiks belong to everyone. 




■^ to ^et a leg up on 
the competing 

^ LOCAL GOVERNMENT: Antharia is 
^r^* ruled by a council of four "Elders" — one 
% from the Shipbuilding Guild, one from 

the Granola Miners Guild, one from the Marble 
Cutters Guild, and one from a popular waterfront 
pub called "Emu's." 

MM TRANSPORTATION: Getting to and 
*" from Antharia is limited to travel by 

ship. (An Enchanter familiar with tele- 
portation spells can be hired, but are expensive 
and sometimes unreliable.) Normal third-class 
fare for this two-day journey can cost as much 
as 1 7 zorkmids during the month before the 
Marble Pageant. 

fcU^H WEATHER: Except for an occasional 

J- ^ hurricane in late summer, Antharian 
m * weather is picture-perfect. Leave your 
umbrella home, but don't forget to pack your 
swim suit and scuba gear! 

j^^ LODGING: The world-famous Zilton 
■JMJJJ Hotel in downtown Anthar features 
"•■"■ plush accommodations and easy 
access to most of the island's sights. Prices 
range from 6 to 24 zorkmids per night. More 
economical lodgings can be found at the bucolic 
Pterodactyl Inn. Every room features a stunning 




view of the cliffs overlooking the lovely north 
shore of the island, and rates range from 2 to 8 
zorkmids per night. 

DINING: An absolute must is The 
Rusty Knife in West Anthar. Expect to 
wait at least an hour; the house spe- 
cialty is flame-broiled sea serpent filet for a mere 
Zm 1.25. Other fine seafood restaurants include 
the Finhouse (Zm0.50 to Zml.50) and Zilbar's 
(ZmO.35toZml.50). 

^^A THINGS TO SEE: The shipbuilding fac- 
■ W tories of South Anthar are an amazing 
^^^W sight; plan to spend at least half a day. 
Tours for 1 zorkmid are available every hour 
from dawn until dusk. The burgeoning marble 
industry offers many exciting sights: the gaping 
mines in the Peltoid Valley, the cutting and pol- 
ishing guilds at work, the 20-bloit conveyor belt 
at the port of Marba. Despite the reduced out- 
put since the Granola Riots, the granola mines in 
the north make an interesting visit if you can 
stand the smell. No trip to the island would be 
complete without a cruise on the island's only 
glass-bottom boat, the Bella Quease. The cruise 
leaves an hour before noon, and costs Zm2.25 
(children under 12, Zml.50). 

■PBS SEASONAL EVENTS: The Marble Pageant, 
Ifl Pi held annually in mid-spring is highly 
W^~^ recommended. However, during 
the month of the Pageant, hotel space becomes 
scarce, and many prices are inflated. Shark- 
wrestling, held every weekend during the sum- 
mer at Anthafs Flathead Stadium, is an exciting 
experience if you can stomach the gore. Admis- 
sion is Zm0.75. 



FACTS: 


^s?f 






Land Area: 959 square bloits 

Capital: Anthar 

Nickname: The Island Province 




*^~^L 


tf 


Flower: The Spenseweed 

Motto: "Hieya wizka" ("Hello sailor") 


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. ■ 1 &C- 






H3H 


HL 



GREATER BORPHEE 




With wave 



heig Usa,era^SfU^ 



is always great 



-^ LOCAL GOVERNMENT: Greater 
^f S Borphee is administered by a staff of 
% part-time volunteer managers, whose 

decisions are ratified at least three times per 
year, but not more than every other week, by a 
series of local forums. 

TRANSPORTATION: Borphee is proba- 
bly the single most accessible vacation 
spot in the Empire. From anywhere in 
the Borphee River valley, travel by ferry is easy 
and inexpensive. If you wish to travel by sea, 
Borphee has an excellent, busy harbor. By land, 
the Coast Road connects Borphee with the 
ancient cities to the north as well as the popu- 
lous southlands. 

I^j^jl WEATHER: Thanks to the nearby 

5* ^ ocean, Borphee has a very moderate 
m climate. The rainy season lasts most of 

the winter, and summers tend to be humid. 




^ U LODGING: Motel Spell is a highly com- 
JBBgJJ mercialized tourist trap with overdone 
■■■■■» touches such as the issuing of self -cast- 
ing REZROV spells instead of keys. Rooms start 
at 5 zorkmids. Be forewarned, patrons who miss 
the check-out time will have their families turned 
into newts and their luggage turned into bat 
guano. The Borphee Inn, run by the Frobozz 
Magic Hotel Company, is comfortable and sur- 
prisingly affordable. While penthouse suites can 
run upwards of 33 zorkmids per day, basement 
rooms are available for as little as 3 zorkmids 
(but make your reservations well in advance). 

DINING: The Potion Place, at the 
Borphee Inn, features a delightful 
menu of enchanted dishes. Waiters are 
a thing of the past at the Palace, as your mind is 
probed to discover the perfect meal for your 
taste, which then poofs into existence right at 
your table. A nightly floor show features danc- 
ing nymphs; expect to spend at least Zm4. 
Also highly recommended is the Smokestack, 
where even the heartiest of meals costs under 
a zorkmid. 

g^^L THINGS TO SEE: Borphee is the King- 
H||^dom's fastest-growing industrial city, 

w with the magic scroll and potion factor- 
ies leading the way. Both Spellbound and United 
Thaumaturgy offer free tours of their facilities. 
(Spellbound's deluxe tour costs Zm3, but it 
includes casting a time travel spell that gives 
you three extra hours in your schedule.) G.U.E. 
Tech, the newest of the Moss-League Colleges, 
produces the young Enchanters of tomorrow. 



Many graduates have gone on to start their own 
magic companies, and have become an identifi- 
able subculture known as "Yuppies/' or "Young 
Underground Professionals." 

Just a short trip south of the city are some of 
the most beautiful stretches of beach anywhere on 
the Flathead Ocean, including the very dunes 
where "Beach Blanket Fanucci" was filmed. 
Borphee nightlife is renowned throughout the 
Empire; Studio Frob on the warf features an 
excellent Phlog and Tonic for Zm0.25. Warning: 
the Borphee Observation Tower is a complete 
waste of money. Admittance is Zm7, and the air 
in downtown Borphee never provides visibility of 
more than a fraction of a bloit. 

MUSS SEASONAL EVENTS: Borphee is the 
fl| p^site of the annual Double Fanucci 
W^*^ Championships. During the first week 
in autumn, the entire province fills up with every 
Double Fanucci fanatic in the kingdom. Tickets 
to each game in the finals cost 3 zorkmids, but 
usually sell out within hours. Scalpers com- 
mand as much as 20 zorkmids for a good seat. 
In late spring, G.U.E. Tech holds their annual 
Spelling Bee, which is free and open to the pub- 
lic. The highlight of last yeaf s competition was 
Magic Oleary's stunning mastery of clairvoy- 
ance spells which allowed him to win the Bee 
before the first word was even issued. 

Every winter, the hills of Borphee come alive 
with the sound (s) of the most dreadful singers in 
the Kingdom. This event, aptly named The From 
Bad to Worst Songfest, allows those truly terri- 
ble singers to gain recognition while vying for 
the much-coveted prize of a pair of 18k gold ear- 
plugs. Because most hillside residents schedule 



out-of-town court appearances or surgery dur- 
ing this two-week period, you may be able to 
rent an apartment or house for as little as Zm2 
or Zm3.5, respectively. 

On the official first day of summer, thousands 
gather at the Borphee Harbor for the G.U.E. Fes- 
tival of Small Ships. Throughout the day, hun- 
dreds of these floating antiques drop their 
mini-anchors in the water and send off rockets, 
flairs and fireworks to herald their safe arrival. 
Only those spectators 4 feet 5 inches and under 
will be allowed to board the ships. Admission is 
free so come early to beat the crowds. 



FACTS: 

Population: 1,107,810 
Land Area: 754 square bloits 
Capital: Borphee 

Nickname: The Industrial Province 
Flower: The Compass Rose 
Motto: "Borphee — fixum rixa poo nastik" 
("Borphee — better than you think") 





& n as 2 ° zorkmids each. 



THE FRIGID RIVER VALLEY 




., in accessMe ^ater of *e 
FlatheadMounm^ 

^^ LOCAL GOVERNMENT: None to 
^ speak of. 

jjfij TRANSPORTATION: Unless you travel 
■K^ via flying carpet, you'll find this region 
to be virtually cut off from the rest of 
the Empire. You can hack your way east through 
the coastal forests with a machete, or try to 
cross the Flathead Mountains from the east, or 
you can try to travel up the Frigid River, bucking 
the most severe currents and dangerous rapids 
known to man. We suggest air travel. 

iK^iJjfl WEATHER: Very unpredictable, but 
J- ^ you'll probably be spending most of 
"**^* your time underground. 

J^^L LODGING: The Tunnels of Love are a 
SSSSSSSS favorite of the Kingdom's honeymoon- 
""""*"" ers, located a stone's throw from Ara~ 
gain Falls. The Tunnels are well-known for their 
vast honeycomb of passageways, and couples 
have been known to raise entire families just try- 
ing to find their rooms. Rates range from Zm2 




for a room to ZmlO for a Honeymoon Suite. The 
Cliffhouse, near White Cliffs Beach, is inexpen- 
sive (all rooms are Zm2) and convenient to the 
big tourist spots. 

DINING: The Roundup, just off the 
Round Room, specializes in dragon 
dishes. Entrees range from Zm0.30 to 
Zm0.80. The Aqueduct offers reasonably good 
cuisine and a breathtaking view of one of the 
Empire's primary water channels. Slightly over- 
priced at Zml.20 to Zm2.20. 

^^A THINGS TO SEE: Flood Control Dam 

V Number Three is a staggering engineer- 
^^^w ing feat that must be seen to be 
believed. Nearby is Aragain Falls, the so-called 
Honeymoon Capital of the Great Underground 
Empire. Slightly farther away is the Royal Museum, 
although the three-week security clearance 
procedure discourages many visitors. If mountain 
climbing turns you on, the Flathead Mountains 
offer one of the best challenges anywhere. 

HES SEASONAL EVENTS: On the first day 
1| P of summer, crowds line the banks of 
W^^^ the Frigid River for a spectacular sight: 
the annual opening of the floodgates of FCD 
Number Three, which lower the water level of the 
reservoir behind. Frequently, the king himself will 
be on hand to open the floodgates personally. 



FACTS: 

Population: 98,330 
Land Area: 15,232 square bloits 
Capital: Aragain 

Nickname: The Deepest Province 
Flower: The Budding Fern 
Motto: "Blippi burz fliggin" 
("Dig we must") 




GURTH AND MITHICUS 



FACTS: 

Population: 2,883,190 
Land Area: 21,545 square bloits 
Capital: Gurth City 
Nickname: The Vacation Province 
Flower: The Morgia 
Motto: "Utribiz oomum flaxil zobs" 
("Don't eat moldy bread") 




-^ LOCAL GOVERNMENT: An informal 
^f^ board of 13 thousand citizens meets 
<r three times each day to settle disputes 

and ratify the provincial budget. 

J||[ TRANSPORTATION: Take the Coast 
■WF Road south from Borphee, or sail to the 
port of Miznia. Travel from any of the 
westlands should cost no more than 5 zorkmids. 



fifi&g WEATHER: Absolutely wonderful for 
JT ^ most of the year, but it can sometimes 
"•*^* get unbearably hot during the peak 
summer months; bring mosquito netting. 



^ ^ LODGING: In Gurth, try the King Zilbo 
HB5HSS Hotel, and elegant old building with 
"•■■■■ rooms for as little as Zm2.50. Your best 
bet in Mithicus is the new No-Frill Inn. Rooms 
are only Zm0.75 per night, but almost every- 
thing is extra. (For example, beds are an addi- 
tional Zm0.50 per night, pillows Zm0.20.) 

DINING: The Broken Lantern in the 
village of Grubbo~By~The~Sea serves a 
fine parrot stew, as well as other local 

delicacies in an intimate setting. The desserts 

are world-famous; the morgia root pie is a must. 

Most meals will be around Zml.50; desserts 

are extra. 




^^^ THINGS TO SEE: The southlands are 
■ v known for their many fine artisans. You 
^^^W can make arrangements at the various 
guildhalls to see carpenters, woodcarvers, rock 
cutters, potmakers, and basket weavers at work. 
The region is also prime vacationaland, with 
many activities to choose from: sky diving, bull- 
fighting, surfing, skin diving and glurking. Rates 
vary seasonally, but a day's worth of any of 
these activities will cost you no more than 2 or 
3 zorkmids. Consider exploring the jungles of 
Miznia, but stay away from the well-marked 
bloodworm spawning grounds unless you have 
a trained guide. Trained guides usually start at 
Zm8 per day. 

WSBSk SEASONAL EVENTS: The gigantic 
fl| pi Gurth City Crafts Fair is held every 
W^*^ weekend during the spring. The finest 
products of over SO different guilds are displayed 
and sold. In early autumn, the annual Harvest 
Festival gets underway for a colorful two-week 
celebration featuring local foods, drinks, song 
and dance. 




,,20 *»«■•»•"< f"°"""' 



THE GRAY MOUNTAINS 



S 



^ LOCAL GOVERNMENT: Local mat- 
^ ^ters are settled entirely by a tyrannical 



governor who is chosen once a month by 
a lottery. 



Jit TRANSPORTATION: Travel to this 
■H^ remote area has recently been made 

much simpler by the completion of the 

Great Underground Highway's eastern branch. 

Tolls will run as high as Zm3 depending on your 

point of departure. 



t 



WEATHER: Thanks to active hot 
springs, the temperature of the under- 
ground caverns in this region stays at a 
uniform ideal temperature. However, up on the 
surface, the temperature is nearly always below 
freezing, with frequent blizzards. 

^^^m LODGING: The brochures for Gray- 
« » slopes recommend a place called the 
■■■■■» Ski Pole, but avoid this fleabag at all 
costs, unless you like bedbugs, rusty water, and 
rude help. (Apparently, the owners of Grayslopes 
also own a piece of the Ski Pole.) Instead, stay at 
the intimate Come-On Inn, which cost only 
Zml.30. The Come-On also offers discounts on 
all equipment rental. 

DINING: The Glacier Room is a colorful 
dive which is a favorite hangout for the 
locals. In addition to generous helpings 
of good food, the Glacier Room also provides 
cast rests for diners. From Zm0.60. Warning: 
ignore recommendations by natives to dine at 
the Rotgut. Although the locals love to eat there, 
recommending it to visitors is a practical joke 
the natives love to play. After all, they've been 
brought up on this sort of food, plus they know 
all the best bromide cures. 





a '* : *^^S£^ 



FACTS: 




aW^x^wl 


Population: 18,370 






Land Area: 13,441 square bloits 


■^_2^v 


""■' — » (S cuoK . K/ /zh 


Capital: Frostham 






Nickname: The Fire and Ice Province 


T 




Flower: The Frobizzan Moss 




Motto: "Mekie zimbuz" 


fr? 


,»fi\>^5s^> 


("Maybe tomorrow") 


% 


JUl wj^. 



g^^k THINGS TO SEE: The hot springs are 
I W somewhat overrated as a tourist spot. 

w As far as we're concerned, a trip to 
the Gray Mountains means one thing: snow 
sports. A lift ticket at Grayslopes costs Zm3 for 
a day. Skating on the slanted frozen surface of 
Lake Dinge is an exhilirating experience. Snow- 
burrowers rent around 6 zorkmids per week, 
but be sure to spend an extra Zml.50 for a 
service contract. 



9 



SEASONAL EVENTS: None. There are 
no seasons in the Gray Mountains. 



Instruction 
Manual for 
ZORK II: 

The Wizard of Frobozz 



Instruction Manual 



1 Instruction Manual 



Instruction Manual for ZORK II: 
The Wizard of Frobozz 

Welcome to ZORK! You are about to experience a 
classic interactive fantasy, set in a magical universe. 
The ZORK trilogy takes place in the ruins of an an- 
cient empire lying far underground. You, a dauntless 
treasure-hunter, are venturing into this dangerous 
land in search of wealth and adventure. Because 
each part of the ZORK saga is a completely indepen- 
dent story, you can explore them in any order. 

In ZORK II, you will explore a long-hidden region 
of the Empire, a region dominated by the Wizard 
of Frobozz. The Wizard was once a respected 
Enchanter, but when his powers began to fade he 
was exiled by Lord Dimwit Flathead the Excessive. 
Now, bordering on senility, the Wizard is still a force 
to be reckoned with. (Your goal, as you venture into 
the Wizard's realm, is to avoid his capricious tricks 
and learn to control his magical powers.) 

If you're experienced with Infocom's interactive 
fiction, you may not feel like reading this entire man- 
ual. However, you should at least read about scoring 
(on page 12) and look at the appendix of recognized 
verbs (on page 19). 



Table of Contents 

An Overview Page 12 

• What is interactive fiction? 

• Moving around 

• Turns and scoring 

Tips for Novices 13 

Nine useful pointers about interactive 
fiction 

Communicating with ZORK 14 

• Basic sentences 

• Complex sentences 

• Talking to characters in the story 

• Vocabulary limitations 

Starting and Stopping 16 

• Starting ZORK ("Booting Up") 

• Saving and restoring 

• Quitting and restarting 

Appendix A: Quick Reference Guide 17 

This briefly describes the most impor- 
tant things to know about interactive 
fiction. It is vital that you know all these 
things before you begin your adventure. 

Appendix B: Important Commands 18 

Appendix C: Some Recognized Verbs 19 

Appendix D: ZORK Complaints 20 

Appendix E: Sample Transcript 21 

and Map 

Appendix F: We're Never Satisfied 23 

Appendix G: If You Have Technical 23 

Problems 

Appendix H: Author Biographies 24 

Appendix I: Warranty and Copyright 24 

Information 



Instruction Manual 1 1 



An Overview 

Interactive fiction is a story in which you are the main 
character. Your own thinking and imagination deter- 
mine the actions of that character and guide the story 
from start to finish. 

Each work of Infocom's interactive fiction, such 
as the three ZORK adventures, presents you with a 
series of locations, items, characters and events. You 
can interact with these in a variety of ways. 

To move from place to place, type the direction 
you want to go. When you begin your adventure, it's 
a good idea to become familiar with your surround- 
ings by exploring every location and reading each 
description carefully. (You may notice that ZORK 
occasionally refers to a location as a "room," even if 
you are outdoors.) As you explore the Empire, it is 
helpful to draw a map of the geography. 



An important element of interactive fiction is puz- 
zle-solving. You should think of a locked door or a 
ferocious beast not as a permanent obstacle, but 
merely as a puzzle to be tackled. Solving puzzles will 
frequently involve bringing a certain item with you 
and then using it in the proper way. 

In ZORK, time passes only in response to your 
input. You might imagine a clock that ticks once for 
each sentence you type, and the adventure progress- 
es only at each tick. Nothing happens until you 
type a sentence and press the RETURN (or ENTER) 
key, so you can plan your turns as slowly and care- 
fully as you want. 

To measure your progress, ZORK II keeps track 
of your score. You'll get points for solving puzzles, 
acquiring treasures, performing certain actions and 
visiting certain locations. There may be a penalty for 
getting "killed." 



12 Instruction Manual 



Tips for Novices 

1. Draw a map. It should include each location, the 
directions connecting it to adjoining locations and any 
interesting objects there. (See the small sample map 
that goes along with the sample transcript on page 
21.) Some puzzles are almost impossible to solve 
without completely mapping the area. Note that 
there are 10 possible directions, plus IN and OUT. 
And since some passages twist and curve, going 
NORTH from Place A to Place B doesn't always 
mean that SOUTH will take you back to Place A. 

2. Most objects that you can pick up are important, 
either as treasures or as solutions to puzzles, or 
both! 

3. Save your place often. That way, if you mess up 
or get "killed," you won't have to start over from the 
beginning. See page 16 for instructions. 

4. Read carefully. There are often clues in the de- 
scriptions of locations and objects, as well as in la- 
bels, engravings, books and so on. Even strange or 
dangerous actions may provide clues and might 
prove to be fun! You can always save your position 
first if you want. Here's a fun example: 

> PUT ON THE GREEN CALICO HAT 

The munchkins giggle, but remain unconvinced that 

you're a witch. 

You've just learned there is something which might 
convince the munchkins that you're a witch. They 
might even give you their enchanted broom. Perhaps 
if you put on that blue calico dress you came across 
earlier in the story. . . 



5. Unlike other "adventure games" that you may 
have played, there are many possible routes to the 
end of ZORK. Some puzzles have more than one 
solution; other puzzles don't need to be solved at all. 
Sometimes you will have to solve one puzzle in order 
to obtain the item(s) or information you need to solve 
another puzzle. 

6. You may find it helpful to explore ZORK with an- 
other person. Different people may find different 
puzzles easy and can often complement each other. 

7. If you really have difficulty, you can order a hint 
booklet and a complete map using the order form in 
your package. You don't need the hint booklet to 
enjoy the story, but it will make solving ZORK II 
easier. 

8. Read the sample transcript on page 21 to get a feel 
for how Infocom's interactive fiction works. 

9. You can word a command in many different ways. 
For example, to turn the brass lantern on, you could 
use any of the following: 

> LIGHT LAMP. 

> TURN ON THE LAMP. 

> TURN THE LAMP ON. 

> ACTIVATE THE LAMP. 

> LIGHT THE BRASS LANTERN. 

In fact, if the lamp is the only light source present, 
just typing LIGHT is enough, since ZORK will as- 
sume you meant the lamp. But more about that in 
the next section... 



Instruction Manual 13 



Communicating with ZORK 

In ZORK, you type your sentence in plain English 
each time you see the prompt (>). ZORK usually 
acts as if your sentence begins "I want to...," al- 
though you shouldn't actually type those words. You 
can use words like "THE" if you want, and you can 
use capital letters if you want; ZORK doesn't care 
either way. 

When you finish typing a sentence, press the RE- 
TURN (or ENTER) key and ZORK will process your 
request. ZORK will respond, telling you whether 
your request is possible at this point in the story and 
what happened as a result. 

ZORK recognizes your words by their first six 
letters, and all subsequent letters are ignored. 
Therefore, CANDLE, CANDLEs and CANDLEstick 
would all be treated as the same word by ZORK. 

To move around, just type the desired direction. 
You can use the eight compass directions: NORTH, 
SOUTH, EAST, WEST, NORTHEAST, NORTHWEST, 
SOUTHEAST and SOUTHWEST. You can abbreviate 
these to N, S, E, W, NE, NW, SE and SW, respec- 
tively. You can use UP (or U) and DOWN (or D). IN 
and OUT will also work in certain places. 



ZORK understands many different kinds of sen- 
tences. Here are several examples. (Note that some 
of these objects do not actually appear in ZORK.) 

> WALK NORTH 
>DOWN 
>NE 

> GO SOUTH 
>U 

> TAKE BOX 

> PICK UP THE WOODEN BOX 

> DROP IT 

> PUSH THE BUTTON 

> OPEN THE WOODEN DOOR 

> EXAMINE THE SCUBA GEAR 

> LOOK BEHIND THE STATUE 

> LOOK UNDER THE ROCK 

> LOOK INSIDE THE BUBBLING CAULDRON 

> KILL THE BEAR WITH THE GUN 

> SHOOT BEAR WITH LARGE RIFLE 

You can use multiple objects with certain verbs if 
you separate them by the word AN D or by a comma. 
Some examples: 

> TAKE LAMP, JAR, FLUTE 

> DROP THE DAGGER, LANCE, AND MACE 

> PUT THE GOLD BAR AND THE PEARL IN THE 

TROPHY CASE 

The word ALL refers to every visible object except 
those inside something else. If there were an apple 
on the ground and an orange inside a cabinet, TAKE 
ALL would take the apple but not the orange. 

> TAKE ALL 

> TAKE ALL THE BOOKS 

> TAKE ALL FROM THE DESK 

> GIVE ALL BUT THE PENCIL TO THE NYMPH 

> DROP ALL EXCEPT THE DART GUN 



14 Instruction Manual 



You can include several sentences on one input 
line if you separate them by the word THEN or by a 
period. (Note that each sentence will still count as a 
turn.) You don't need a period at the end of the input 
line. For example, you could type all of the following 
at once, before pressing the RETURN (or ENTER) 
key: 

> NORTH. READ THE BOOK.DROP IT THEN BURN 

IT WITH TORCH 

If ZORK doesn't understand one of the sentences in 
your input line, or if something unusual happens, it 
will ignore the rest of your input line (see "ZORK 
Complaints" on page 20). 

There are only two kinds of questions that ZORK 
understands: WHAT and WHERE. Here are two 
examples that you can actually try in ZORK: 

>WHATISAGRUE? 

> WHERE IS THE ZORKMID? 

You will meet other people and creatures as you 
explore ZORK. You can "talk" to some of these 
beings by typing their name, then a comma, 
then whatever you want them to do. Here are 
some examples: 

> GNOME, GIVE ME THE KEY 

> TREE SPRITE, OPEN THE SECRET DOOR 

> JOEL, WAIT HERE 

> WARLOCK, TAKE THE SPELL SCROLL THEN 

FOLLOW ME 

> MIKE, NORTH.GETTHE BRAN MUFFIN.THROW 

IT AT THE DWARF 

Notice that in the last two examples, you are giving 
one person more than one command on the same 
input line. 

You can use quotes to answer a question or say 
something "out loud." For example: 

> SAY "HELLO SAILOR" 

> ANSWER "A ZEBRA" 

> INCANT "FROBOZZ FROBIZZLE" 



ZORK tries to guess what you really mean when 
you don't give enough information. For example, if 
you say that you want to do something, but not what 
you want to do it to or with, ZORK will sometimes 
decide that there is only one possible object that you 
could mean. When it does so, it will tell you. 
For example: 

> BURN THE KINDLING 
(with the torch) 

The kindling catches fire and is consumed, 
or 

> GIVE THE SWORD 
(to the gnome) 

The gnome, a sworn pacifist, refuses to take it. 

If your sentence is ambiguous, ZORK will ask 
what you really mean. You can answer most of these 
questions briefly by supplying the missing informa- 
tion, rather than typing the entire input again. You 
can do this only at the very next prompt. Some ex- 
amples: 

> TIE THE ROPE 

What do you want to tie the rope to? 

> THE MAST 

The rope is now tied to the mast, 
or 

> HIT THE NAIL WITH THE HAMMER 

Which nail do you mean, the shiny nail or the rusty nail? 

> SHINY 

The shiny nail is driven halfway into the piece of wood. 

ZORK uses many words in its descriptions that it 
will not recognize in your sentences. For example, 
you might read, "Above you, moonlit clouds flit 
across the evening sky." However, if ZORK doesn't 
recognize the words SKY or CLOUDS in your input, 
you can assume that the sky and clouds are not im- 
portant to your completion of the story, except to 
provide you with a more vivid description of where 
you are or what is going on. ZORK recognizes over 
600 words, nearly all that you are likely to use in 
your sentences. If ZORK doesn't know a word you 
used, or any of its common synonyms, you are al- 
most certainly trying something that is not important 
in your adventure. 



Instruction Manual 1 5 



Starting and Stopping 

Starting the story: Now that you know what to expect 
when you venture into the caverns of ZORK, it's 
time for you to "boot" your disk. To load ZORK, 
follow the instructions on the Reference Card in your 
ZORK II package. 

Following the copyright notice and the release 
number of the story, you will see a description of the 
place where the story begins. 

Here's a quick exercise to help you get accus- 
tomed to interacting with ZORK II. Try the following 
command first: 

> EXAMINE THE LAMP 

Then press the RETURN (or ENTER) key. ZORK II 
will respond with: 

The lamp is turned off. 

Now try: 

>TURN IT ON 

After you press the RETURN (or ENTER) key, ZORK 
II will respond: 

(Taken) 

The lamp is now on. 



Saving and restoring: It will probably take you many 
days to complete ZORK II. Using the SAVE feature, 
you can continue at a later time without having to 
start over from the beginning, just as you can place a 
bookmark in a book you are reading. SAVE puts a 
"snapshot" of your place in the story onto another 
diskette. If you are a cautious adventurer, you may 
want to save your place before (or after) trying 
something dangerous or tricky. That way, you can go 
back to that position later, even if you have gotten 
lost or "killed" since then. 

To save your place in the story, type SAVE at the 
prompt (>), and then press the RETURN (or ENTER) 
key. Then follow the instructions for saving and re- 
storing on your Reference Card. Some systems re- 
quire a blank disk, initialized and formatted, for 
saves. Using a disk with data on it (not counting other 
ZORK saves) may result in the loss of that data, de- 
pending on your system. 

You can restore a saved position any time you 
want. To do so, type RESTORE at the prompt (>), 
and press the RETURN (or ENTER) key. Then follow 
the instructions on your Reference Card. You can 
then continue the story from the point where you 
used the SAVE command. You can type LOOK for a 
description of where you are. 

Quitting and restarting: If you want to start over 
from the beginning of the story, type RESTART. 
(This is usually faster than re-booting.) Just to make 
sure, ZORK will ask if you really want to start over. 
If you do, type Y or YES, and press the RETURN 
(or ENTER) key. 

If you want to stop, type QUIT. Once again, 
ZORK will ask if this is really what you want to do. 
If you do, type Y and press the RETURN key. 

Remember when you RESTART or QUIT: if you 
want to be able to return to your current position, 
you must first do a SAVE. 



1 6 Instruction Manual 



Appendix A 

Quick Reference Guide 

1. To start the story ("boot up"), see the separate 
Reference Card in your ZORK package. 

2. When you see the prompt (>) on your screen, 
ZORK is waiting for your command. There are 
four kinds of sentences or commands that ZORK 
understands: 

A. Direction commands: To move from place to 
place, just type the direction you want to go: N (or 
NORTH), E, S, W, NE, SE, NW, SW, U (or UP), 
D, IN, OUT. 

B. Actions: Just type whatever you want to do. 
Some examples: READ THE BOOK or OPEN THE 
DOOR or LOOK THROUGH THE WINDOW. 
Once you're familiar with simple commands, you'll 
want to use more complex ones as described in 
"Communicating with ZORK" on page 14. 

C. Commands given to people: To talk to charac- 
ters in the story, type their name, then a comma, 
then what you want to say to them. For example: 
TROLL, GIVE ME THE AXE or OLD MAN, GO 
NORTH. 

D. Special one- word commands: some one-word 
commands, such as INVENTORY or DIAGNOSE, 
give you specific information or affect your output. 
A list of these appears in the "Important Com- 
mands" appendix on page 18. 



3. Important! After typing your sentence or command, 
you must press the RETURN (or ENTER) key before 
ZORK will respond. 

4. On most computers, your screen will have a spe- 
cial line called the status line. It tells you the name 
of your current location, your score, and the number 
of turns you have taken. 

5. You can pick up and carry many of the items you'll 
find in the story. For example, if you type TAKE THE 
NECKLACE, you will be carrying it. Type INVEN- 
TORY to see a list of everything you are carrying. 

6. When you want to stop, save your place for later, 
or start over, read the "Starting and Stopping" sec- 
tion on page 16. 

7. If you have trouble, refer to the specific section of 
the manual for more detailed instructions. 



Instruction Manual 17 



Appendix B 
Important Commands 

There are a number of one-word commands which 
you can type instead of a sentence. You can use them 
over and over as needed. Some count as a turn, 
others do not. Type the command after the prompt 
(>) and hit the RETURN (or ENTER) key. 

AGAIN — ZORK will usually respond as if you had 
repeated your previous sentence. Among the cases 
where AGAIN will not work is if you were just 
talking to another character. You can abbreviate 
AGAIN to G. 

BRIEF — This tells ZORK to give you the full descrip- 
tion of a location only the first time you enter it. On 
subsequent visits, ZORK will tell you only the name 
of the location and the objects present. This is how 
ZORK will normally act, unless you tell it otherwise 
using the VERBOSE or SUPERBRIEF commands. 



DIAGNOSE — ZORK will give you a medical report 
of your physical condition. This is particularly useful if 
you have just survived a dangerous battle or if you 
are under the effects of a magical spell. 

INVENTORY— ZORK will list what you are carry- 
ing. You can abbreviate INVENTORY to I. 

LOOK — This tells ZORK to describe your location in 
full detail. You can abbreviate LOOK to L. 

QUIT — This lets you stop. If you want to save your 
position before quitting, follow the instructions in 
"Starting and Stopping" on page 16. You can abbrevi- 
ate QUIT to Q. 

RESTART — This stops the story and starts over from 
the beginning. 

RESTORE — This restores a story position made us- 
ing the SAVE command. See "Starting and Stopping" 
for more details. 

SAVE — This makes a "snapshot" of your current 
story position onto your storage disk. You can return 
to a saved position in the future using the RESTORE 
command. See "Starting and Stopping" for more 
details. 

SCORE — ZORK will show your current score and the 
number of turns you have taken. It will also tell you 
your rank, which is based on your score. 



1 8 Instruction Manual 



SCRIPT — This command tells your printer to begin 
making a transcript of the story as you venture on- 
wards. A transcript may aid your memory but is not 
necessary. It will work only on certain computers; 
read your Reference Card for details. 

SUPERBRIEF— This commands ZORK to display only 
the name of a place you have entered, even if you 
have never been there before. In this mode, ZORK 
will not even mention which objects are present. Of 
course, you can always get a description of your 
location, and the items there, by typing LOOK. In 
SUPERBRIEF mode, the blank line between turns will 
be eliminated. This mode is meant for adventurers 
who are already very familiar with the geography. 
Also see VERBOSE and BRIEF. 

UNSCRIPT — This commands your printer to stop 
making a transcript. 

VERBOSE — This tells ZORK that you want a com- 
plete description of each location and the objects in it 
every time you enter a location, even if you've been 
there before. Also see BRIEF and SUPERBRIEF. 

VERSION — ZORK responds by showing you the 
release number and the serial number of your copy of 
the story. Please include this information if you ever 
report a "bug" in ZORK. 

WAIT — This will cause time in the story to pass. 
Normally, between turns, nothing happens in the 
story. You could leave your computer, take a nap and 
return to the story to find that nothing has changed. 
You can use WAIT to make time pass in the story 
without doing anything. For example, if you encoun- 
ter an alien being, you could WAIT to see what it will 
do. Or, if you are in a moving vehicle, you could 
WAIT to see where it will go. You can abbreviate 
WAIT to Z. 



Appendix C 

Some Recognized Verbs 

This is only a partial list of the verbs that all three 
ZORK adventures understand. There are many 
more. Remember that you can use a variety of prep- 
ositions with them. For example, LOOK can become 
LOOK INSIDE, LOOK BEHIND, LOOK UNDER, 
LOOK THROUGH, LOOK AT and so on. 



ANSWER 


FOLLOW 


SAY 


ATTACK 


GIVE 


SEARCH 


BLOW 


INFLATE 


SHAKE 


BREAK 


JUMP 


SLIDE 


BURN 


KICK 


SMELL 


CLIMB 


KNOCK 


STAY 


CLOSE 


LIGHT 


STRIKE 


COUNT 


LISTEN 


SWIM 


CROSS 


LOCK 


TAKE 


CUT 


LOOK 


TELL 


DEFLATE 


LOWER 


THROW 


DIG 


MOVE 


TIE 


DRINK 


OPEN 


TOUCH 


DROP 


POUR 


TURN 


EAT 


PRAY 


UNLOCK 


ENTER 


PULL 


WAKE 


EXAMINE 


PUSH 


WALK 


EXIT 


PUT 


WAVE 


EXTINGUISH 


RAISE 


WEAR 


FILL 


READ 


WIND 



Instruction Manual 19 



Appendix D 
ZORK Complaints 

ZORK will complain if you type a sentence that con- 
fuses it completely. ZORK will then ignore the rest 
of the input line. (Unusual events, such as being 
attacked, may also cause ZORK to ignore the rest of 
the sentences you typed, since the event may have 
changed your situation drastically.) Some of ZORK' s 
complaints: 

I DON'T KNOW THE WORD "(your word)." The 
word you typed is not in the story's vocabulary. 
Sometimes using a synonym or rephrasing will help. 
If not, ZORK probably doesn't know the idea you 
were trying to get across. 

YOU USED THE WORD "(your word)" IN A WAY 
THAT I DON'T UNDERSTAND. ZORK knows the 
word you typed, but couldn't use it in that sense. 
Usually this is because ZORK knows the word as a 
different part of speech. For example, if you typed 
PRESS THE LOWER BUTTON, you are using LOWER 
as an adjective, but ZORK might know LOWER only 
as a verb, as in LOWER THE ROPE. 

THAT SENTENCE ISN'T ONE I RECOGNIZE. The 

sentence you typed may have been gibberish, such 
as GIVE TROLL WITH SWORD. Or, you may have 
typed a reasonable sentence but used a syntax that 
ZORK does not recognize, such as SMELL UNDER 
THE ROCK. Try rephrasing the sentence. 



THERE WAS NO VERB IN THAT SENTENCE! Unless 
you are answering a question, each sentence must 
have a verb (or a command) in it somewhere. 

THERE SEEMS TO BE A NOUN MISSING IN THAT 
SENTENCE! This usually means that your sentence 
was incomplete, such as EAT THE BLUE. 

THERE WERE TOO MANY NOUNS IN THAT SEN- 
TENCE. An example is PUT THE SOUP IN THE BOWL 
WITH THE LADLE, which has three noun "phrases," 
one more than ZORK can digest in a single action. 

I BEG YOUR PARDON? You hit the RETURN 
(or ENTER) key without typing anything. 

IT'S TOO DARK TO SEE. In the story, there was not 
enough light to perform your action. 

I DON'T SEE WHAT YOU ARE REFERRING TO. You 
used HIM, HER or IT, but ZORK isn't sure what per- 
son or object you meant. 

YOU CAN'T SEE ANY "(object)" HERE! The item 
you referred to was not visible. It may be some- 
where else, inside a closed container, and so on. 

THE OTHER OBJECT(S) THAT YOU MENTIONED 
ISN'T (AREN'T) HERE. You referred to two or more 
items in the same sentence, and at least one of them 
wasn't visible to you in your present location. 

YOU CAN'T GO THAT WAY. There was no passage 
or exit in the direction you tried to move. 

YOU CAN'T USE MULTIPLE (IN)DIRECT OBJECTS 
WITH "(your verb)." You can refer to several items 
at the same time only with certain verbs. Among the 
more useful of these verbs are TAKE, DROP and PUT. 
This restriction also applies to the use of ALL, as in 
DROP ALL. For example, ATTACK will not work with 
multiple objects; you couldn't say ATTACK ALL or 
ATTACK THE WARLOCK AND THE ENCHANTER. 



20 Instruction Manual 



Appendix E 

Sample Transcript and Map 

This transcript is not from any of the ZORK adven- 
tures, but it does show most of the usual things you 
can do in ZORK. It contains several simple puzzles 
and their solutions, and it will give you a good idea of 
how Infocom's interactive fiction works. The player's 
sentences appear in capital letters after each prompt 
(>). The map represents the terrain in the sample 
transcript as you might have drawn it. 



SNOW MOtfSTER 




NAILS 






> APPLY THE BRAKES 

The Frobozz Magic Go-Cart coasts to a stop. 

Moss-lined Tunnel, in the Go-Cart 

This is a long east-west tunnel whose walls are covered 

with green and yellow mosses. 

There is a jewel-studded monkey wrench here, (outside 
the Go-Cart) 

A bent and rusted monkey wrench is lying here, (outside 
the Go-Cart) 

> TAKE THE WRENCH 

Which wrench do you mean, the jeweled monkey 
wrench or the rusty monkey wrench? 

> JEWELED 

You can't reach it from inside the Go-Cart. 



>WEST 

You're not going anywhere until you stand up. 

> GET OUT OF THE GO-CART 
You are on your own feet again. 

> TAKE THE JEWELED WRENCH 
Taken. 

>WEST 

Lumber Yard 

This is a huge room lined with metal shelves. There are 

exits to the east, northeast, and west. 

There is a small cardboard box here. 

Piled on one of the shelves is a supply of lumber. 

> TAKE THE BOX AND THE LUMBER 
small cardboard box: Taken. 

supply of lumber: Your load is too heavy. 

> INVENTORY 
You are carrying: 

a lamp (providing light) 

a glass jar 

The glass jar contains: 

a quantity of pomegranate juice 
a jeweled monkey wrench 
a dart gun 
a small cardboard box 

> DROP THE DART GUN 
Dropped. 

> TAKE THE LUMBER 
Taken. 

> LOOK INSIDE THE BOX 

The small cardboard box is closed. 

>OPEN IT 

Opening the small cardboard box reveals a bunch of 

two-inch nails. 

> EXAMINE THE LUMBER 

It consists of two rectangular pieces of wood, about 1 
feet long, and perhaps a dozen shorter dowel-shaped 
pieces. 

> WALK NORTHEAST 
Foreman's Office 

This is the office of the lumber yard foreman. The only 
exit is to the southwest. 



Instruction Manual 2 1 



>sw 

Lumber Yard 

There is a dart gun here. 

> WALK WEST 
Carpentry Shop 

You are in a room furnished with wooden shelves, cabi- 
nets, mantels and moldings, all gracefully carved out of 
fine wood. An array of precision tools adorns the walls. 
The only exit is south... unless you want to count the 
opening in the roof. 
A carpenter gnome is sitting here, twiddling his thumbs. 

>UP 

The opening is too high to reach. 

>GNOME, BUILD A LADDER 
"I'd be glad to, but not for free!" 

> GIVE THE JEWELED MONKEY WRENCH TO THE 
GNOME 

The gnome examines the jeweled monkey wrench care- 
fully. "Thank you," he exclaims, adding it to his collection 
of tools. 

> GNOME, BUILD A LADDER 

"Oh, yes, your ladder. Unfortunately, I have no 
lumber." 

> GIVE THE LUMBER TO THE GNOME 
The gnome accepts the supply of lumber. 

> GNOME, BUILD LADDER 
"Darn it! I'm fresh out of nails." 

> GIVE NAILS 
(to the gnome) 

The gnome accepts the bunch of nails. 

> GIVE THE LAMP TO THE GNOME 

The gnome attempts to build a beautiful set of kitchen 
cabinets out of the lamp. Finally, he gives up and hands 
it back to you. 

> GNOME, BUILD LADDER 

The gnome grumbles but constructs a handsome 
wooden ladder. He admires his handiwork and hands 
you the ladder. 

> PUT THE LADER THROUGH THE HOLE 
I don't know the word "lader." 



> PUT THE LADDER THROUGH THE HOLE 

The ladder is now resting against the rim of the hole. 

>UP 

You're carrying too much to climb a ladder. 

>l 

You are carrying: 
a lamp (providing light) 
a glass jar 
The glass jar contains: 

a quantity of pomegranate juice 
a small cardboard box 

> DROP ALL BUT THE LAMP 
glass jar: Dropped. 

small cardboard box: Dropped. 

>LOOK 
Carpentry Shop 

You are in a room furnished with wooden shelves, cabi- 
nets, mantels and moldings, all gracefully carved out of 
fine wood. An array of precision tools adorns the walls. 
The only exit is south... unless you want to count the 
opening in the roof. 

A carpenter gnome is sitting here, twiddling his thumbs. 
There is a glass jar here. 
The glass jar contains: 

a quantity of pomegranate juice 
There is a small cardboard box here. 

>UP 

Monster's Lair 

This is the den of the dreaded Seven-Headed Snow 

Monster of Snurth. It is quite chilly in here, and ice covers 

the floor and walls. A ladder protrudes from a hole in 

the ground, and sunlight comes from the cave entrance 

to the east. 

The Snow Monster, bellowing loudly, blocks the eastern 

exit. 

> DOWN.SOUTH.TAKE DART GUN.WEST.UP 
Carpentry Shop 

A carpenter gnome is sitting here, twiddling his thumbs. 
There is a glass jar here. 
The glass jar contains: 

a quantity of pomegranate juice 
There is a small cardboard box here. 



22 Instruction Manual 



Lumber Yard 

There is a dart gun here. 

Taken. 

Carpentry Shop 

A carpenter gnome is sitting here, twiddling his thumbs. 

There is a glass jar here. 

The glass jar contains: 

a quantity of pomegranate juice 
There is a small cardboard box here. 

Monster's Lair 

The Snow Monster, bellowing loudly, blocks the eastern 

exit. 

> SHOOT MONSTER 

What do you want to shoot the monster with? 

> DART GUN 

The Snow Monster clutches at the dart and then keels 
over. His body vanishes in a cloud of acrid black smoke. 

>EAST 

Orange Grove 

A path leads northeast through this small grove of or- 
ange trees. A dark cave lies to the west. A sign is posted 
near the grove. 

> READ THE SIGN 

"Warning! These are poisonous oranges, not meant 
for human consumption. 

— Farmer Bozbar" 

> EAT AN ORANGE 

Aaarrrr! It burns your tongue and your throat! 

***You have died*** 

A forest sprite appears, looking concerned. "You've 
done it again," says the sprite, with a mixture of sympa- 
thy and disgust. "I'll give you only one more chance." 
She sprinkles some fairy dust on you... 

Wooden Bridge 
There is a lamp here. 

>LOOK 
Wooden Bridge 

You are on a sturdy bridge leading northeast to south- 
west. The river below flows quickly amongst pointy rocks. 

There is a lamp here. 



Appendix F 

We're Never Satisfied 

Here at Infocom, we take great pride in the quality of 
our stories. Even after they're "out the door," we're 
constantly improving, honing and perfecting. 

Your input is important. No matter how much 
testing we do, it seems that some "bugs" never 
crawl into view until thousands of you begin doing all 
those wild and crazy things to the story. If you find a 
bug, or if you think a certain puzzle was too hard or 
too easy, or if you have some other suggestion, or if 
you'd just like to tell us your opinion of ZORK, drop 
us a note! We love every excuse to stop working, and 
a letter from you is just such an excuse! Write to: 

INFOCOM, INC. 

125 CambridgePark Drive 

Cambridge, MA 02140 

Attn: DIMWIT FLATHEAD 

Appendix G 

If You Have Technical Problems 

You can call the Infocom Technical Support Team to 
report bugs and technical problems, but not for hints 
to solve puzzles, at (617) 576-3190. If your disk de- 
velops a problem within ninety (90) days after pur- 
chase, we will replace it at no charge. Otherwise, 
there is a replacement fee of $5.00 (U.S. currency). 
If you call to report a bug, please provide your re- 
lease number, which you can find by typing VER- 
SION. Please return your registration card if you'd 
like to be on our mailing list and receive our newslet- 
ter, THE NEW ZORK TIMES. 



Instruction Manual 23 



Appendix H 
Author Biographies 
Marc Blank. A graduate of MIT and the Albert 
Einstein College of Medicine, Marc has been involved 
in writing interactive fiction since its formative period 
in the late 1970s. Co-author of the original mainframe 
version of ZORK in 1977, he was instrumental in lay- 
ing the groundwork for the appearance of interactive 
fiction on personal computers in the early 1980s. 
He is co-author of ZORK I, ZORK II, ZORK III and 
ENCHANTERr and is sole author of DEADLINE^" 
the first interactive mystery. His continuing work in 
interactive technologies in large part made Infocom's 
name synonymous with interactive fiction. His 
mother still wishes he would practice medicine. 

Dave Lebling. Dave Lebling was born in Washington, 
D.C. and grew up in suburban Maryland. He at- 
tended the Massachusetts Institute of Technology 
and worked at MIT's Laboratory for Computer Sci- 
ence, where he developed an interest in computer 
entertainments. He was a co-author of the original 
mainframe ZORK. He has co-authored ZORK I, 
ZORK II, ZORK III and ENCHANTER, and written 
STARCROSS™ on his own. He is married and lives 
in a suburb of Boston, where his appetite for the 
printed word is restrained only by the volume of 
his house. 



Appendix I 

Warranty and Copyright Information 

Limited Warranty 

This software product and the attached instructional materials are sold 
"AS IS," without warranty as to their performance. The entire risk as to 
the quality and performance of the computer software program is as- 
sumed by the user. 

However, to the original purchaser of a disk prepared by Infocom 
and carrying the Infocom label on the disk jacket, Infocom, Inc. war- 
rants the medium on which the program is recorded to be free from 
defects in materials and faulty workmanship under normal use and 
service for a period of ninety (90) days from the date of purchase. If 
during this period a defect on the medium should occur, the medium 
may be returned to Infocom, Inc. or to an authorized Infocom, Inc. 
dealer, and Infocom, Inc. will replace the medium without charge to 
you. Your sole and exclusive remedy in the event of a defect is ex- 
pressly limited to replacement of the medium as provided above. This 
warranty gives you specific legal rights and you may also have other 
rights which vary from state to state. 

THE ABOVE WARRANTIES FOR GOODS ARE IN LIEU OF 
ALL WARRANTIES, EXPRESS, IMPLIED, OR STATUTORY, IN- 
CLUDING, BUT NOT LIMITED TO, ANY IMPLIED WARRAN- 
TIES OF MERCHANTABILITY AND FITNESS FOR A 
PARTICULAR PURPOSE AND OF ANY OTHER WARRANTY OB- 
LIGATION ON THE PART OF INFOCOM, INC. SOME STATES 
DO NOTALLOW LIMITATIONS ON HOW LONG AN IMPLIED 
WARRANTY LASTS, SO THE ABOVE LIMITATION MAY NOT 
APPLY TO YOU. IN NO EVENT SHALL INFOCOM, INC. OR 
ANYONE ELSE WHO HAS BEEN INVOLVED IN THE CREATION 
AND PRODUCTION OF THIS COMPUTER SOFTWARE PRO- 
GRAM BE LIABLE FOR INDIRECT, SPECIAL, OR CONSE- 
QUENTIAL DAMAGES, SUCH AS, BUT NOT LIMITED TO, LOSS 
OF ANTICIPATED PROFITS OR BENEFITS RESULTING FROM 
THE USE OF THIS PROGRAM, OR ARISING OUT OF ANY 
BREACH OF THIS WARRANTY. SOME STATES DO NOT ALLOW 
THE EXCLUSION OR LIMITATION OF INCIDENTAL OR CON- 
SEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION MAY 
NOT APPLY TO YOU. 

N.B. After the warranty period, a defective Infocom disk may be 
returned to Infocom, Inc. with a check or money order for $5.00 (U.S. 
currency) for replacement. 

Copyright 

The enclosed software product is copyrighted and all rights are re- 
served by Infocom, Inc. It is published exclusively by Infocom, Inc. The 
distribution and sale of this product are intended for the use of the origi- 
nal purchaser only and for use only on the computer system specified. 
Lawful users of this program are hereby licensed only to read the pro- 
gram from its medium into memory of a computer solely for the pur- 
pose of executing the program. Copying (except for one backup copy on 
those systems which provide for it — see Reference Card), duplicating, 
selling, or otherwise distributing this product is a violation of the law. 

This manual and all other documentation contained herein are copy 
righted and all rights are reserved by Infocom, Inc. These documents 
may not, in whole or in part, be copied, photocopied, reproduced, 
translated, or reduced to any electronic medium or machine-readable 
form without prior consent, in writing, from Infocom, Inc. 

Willful violations of the Copyright Law of the United States can result 
in civil damages of up to $50,000 in addition to actual damages, plus 
criminal penalties of up to one year imprisonment and/or $10,000 fine. 

ZORK is a registered trademark of Infocom, Inc. 

DEADLINE, ENCHANTER and STARCROSS are trademarks of 

Infocom, Inc. 

©1984 Infocom, Inc. 

Printed in U.S.A. 

© 2001 Activision, Inc. Reproduced with permission. All right reserved. 



24 Instruction Manual 




tou may never see the 
light of day again! 

t least not if the Wizard of Frobozz 
as anything to say about it. This 
insidious gent intends to be your 
undoing as you explore a huge and long- 
hidden region of the Great Underground 
Empire. He was exiled here in days gone by, and 
though his powers have diminished and he has acquired a bat or two in 
the belfry over the years, he is still capable of putting his sorcery to evil use 
against a mere human intruder such as yourself. 

\bur only hope is to outsmart the ancient necromancer at his trickery, 
solve a barrage of diabolical puzzles and, ultimately, bring the Wizards 
powers under your control. Unless you succeed in this test of brains and 
bravery, you may be doomed to an eternity of wandering the endless cata- 
combs of the vast subterranean realm. 

Good luck t hearty soul as you venture forth— and downwards. We wish 
we could shout stronger words of encouragement after you as you go, but 
there^ nothing except darkness at the end of the tunnel as far as we can see. 
That must be the Wizard down there, waiting for you. 

The Table of Contents for the manuals is on page 11. Take a look at it to 
determine what you should read before you start the story. 









A FUTURISTIC 
<ANTASY AMUSEMENT PARK 
IN THE 
GREAT UNDERGROUND EMPIRE^ 









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OVER 200 DIFFERENT RIDES, 
GAMES AND EXHIBITS 

• Soakem' Flume • Gourmet Snack Bars 

• Roller Coaster with • Much, Much More for the 
Pinwheels Whole Family 

OPEN ALL YEAR! 

Second Great Underground Highway 

Western Branch 

Bozbarbo Village 

Great Underground Empire 



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Boz- 
barland 
is just a short 
trip away, at the west- 
ern end of the Great Under- 
ground Highway. Admission is 
just one zorkmid, all year round! And 
be sure to take in Bozbarland's many neigh- 
boring sights, the highlight being ancient Egreth 
Castle, the home of old King Duncanthrax. 
Make sure your vacationland includes a stop 
at Bozbarland! 




THE FLUME: This splash-filled log boat ride is the 
largest of its kind anywhere in the world. You'll never 
trust a water vehicle again! 



THE HAUNTED HOUSE: The only authentic 
haunted house you'll ever visit. We've imported 
ghosts, goblins, spooks, spirits and apparitions from 
all over the Kingdom. You'll never forget your walk 
through the Haunted House ... IF you get out alive! 




THE ROLLER COATER: Hold onto your glorbs! 
You'll travel faster than you've ever travelled before. 
Magic and engineering combine to create the most 
thrilling experience imaginable! 




THE BOZBARLAND CASINO: Name your favorite 
game of chance and we've got it. Roulette, double fan- 
nuci, burfle, blackjack and more! You'll have the time 
of your life and maybe walk out with a million 
zorkmids! 




MIDWAY: Where else can you find almost a square 
bloit filled with games of chance and skill? And 
refreshment stands that sell cotton candy, dragon 
burgers and fried glurz? 



A futuristic fantasy 

amusement park 

with over 200 

different rides, games 

and exhibits! 

OPEN ALL YEAR! 

Second Great Underground Highway 

Western Branch 

Bozbaro Village 

Great Underground Empire 





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THE GREAT UNDERGROUND EMPIRE'S 
WINTER WONDERLAND 




Great Underground Highway, eastern branch 
Gray Mountains province 

• Largest ski resort in the G.U.E. • Featuring both downhill 
and cross-country skiing. * Eight ski lifts servicing 
22 varied trails • Trails classified into three levels of 
difficulty • Plus tobogganing, ice skating and more! 




Grayslopes is THE ultimate ski 
experience. With 22 wildly different 
trails to choose from, you'll never 
get bored at Grayslopes. And, with 
eight ski lifts to choose from, you'll 
never have to wait for a lift! 

If you want to add even more vari- 
ety to your vacation, Grayslopes 
also features more than 60 bloits of 
beautiful cross-country ski trails, 
four toboggan slopes, full-size and 
half-size furbish courts and three 
tremendous ice-skating rinks. 

Our top-of-the-line Frobozz Magic 
Snow Maker guarantees the finest 
powder for your skiing pleasure, 
even when the temperature soars 
above 57 degrees Q. 




The Frost Bite, our charming ski 
lodge, includes a superb restau- 
rant, an inexpensive snack bar and 
an intimate fireside pub. 

Our first aid medics are equipped 
with the most up-to-date bone-set- 
ting spells. 

For your convenience, stay at the 
lovely Ski Pole Inn, just five minutes 
away from Grayslopes. This GGG- 
rated lodge offers the finest accom- 
modations in the Gray Mountains 
province and provides discount 
coupons for all Grayslopes tickets. 

Our unique Frotzed Snow™ offers 
the rare opportunity for evening ski- 
ing. Whizzing down the softly glow- 
ing trails is an experience you'll 
never forget. 

The ski shop at the Frost Bite 
offers a full line of ski accessories 
at bargain prices, including the new 
Frobozz Magic Ski Wax. You'll also 
be able to select from hundreds of 
souvenirs to commemorate your 
visit to Grayslopes. 








7ra#/ Names: 

1. Glider's Delight D 

2. Wimp Riders Q 

3. The Chasm O 



4. Sissy Slope O 

5. Coldernell O 

6. Dead Man's Challenge O 

7. Grayslopes Standard □ 



8. Bedwetter's Special O 

9. WidowmakerO 

10. Zarg's Revenge O 

11. Wraparound D 

12. Double Split O 



13. Certain Death O 

14. Doctor's Delight O 

15. Fred's Trail U 

16. The Ten footer O 

17. You-Go-First Ridge O 



18. Madman's Gulf O 

19. Moneysworth □ 

20. Steady Eddie's D 

21. Two Degrees Max O 

22. Jaws of Death O 



Trail Markings: 

O Easy 
O Difficult 
U Impossible 



Lift tickets: 

One day, adult 

One day, child (under 12) 

Three day, adult 

Three day, child 

Lifetime (good only on impossible slopes) 


Zm3 
Zm2 
Zm8 
Zm5 
Zm35 



Other fees: 

Cross-country trail fee, full day 
Cross-country trail fee, half day 
Tobogganing, 5 rides 
Furbish, full-court 
Furbish, half-court 


Zm2 
Zm1.50 
Zm1.50 

Zm3 
Zm2.50 



Rentals: 

Downhill ski equipment, per day 
Cross-country ski equipment, per day 
Ice Skates, per day 
Furbish clubs, per day 



Zm1.50 
Zm1.25 
Zm0.50 
Zm2.10 



Classes: 

Downhill skiing (2 lessons) 
Cross-country skiing 
Furbish, defensing 
Furbish, offensing 



Zm4 

Zm1.50 

Zm2 

Zm2 



All rates subject to change as weather warrants 




Accidentally zapped into this and every ZORK II package by an addled wizard: your ZORK II disk, official tourist's guide to the Great Underground Empire 

and two travel brochures on the hottest resorts this side of ground level. 



The Wizard appears, floating 
nonchalantly in the air beside you. 
He grins sideways at you. 

The Wizard incants "Fantasize, " 
but nothing happens. He shakes 
the wand. Nothing happens. With a 
slightly embarrassed glance in your 
direction, he vanishes. 

EXPECT THE UNEXPECTED 
WHEN YOU TAKE ON ZORK II: 
THE WIZARD OF FROBOZZ. 

As you explore the subterranean 
realm of Zork, you'll continually be 
confronted with new surprises. 
Chief among these is the Wizard 
himself, who'll constantly endeavor 
to confound you with his capricious 
powers. But more than that, you'll 
face a challenge the likes of which 
you've never experienced before. 

GET INSIDE A STORY. 
GET ONE FROM INFOCOM! 

It's like waking up inside a story! 
Load Infocom's interactive fiction 
into your computer and discover 
yourself at the center of a world 
jam-packed with surprising twists, 
unique characters and original, 
logical, often hilarious puzzles. 



For the first time, you're more 
than a passive reader. You can talk 
to the story, typing in full English 
sentences. And the story talks 
right back, communicating entirely 
in vividly descriptive prose. What's 
more, you can actually shape the 
story's course of events through 
your choice of actions. And you 
have hundreds of alternatives at 
every step. In fact, there's so 
much you can see and do, your 
adventure can last for weeks and 
even months. 

To find the Infocom interactive 
story that's right for you, just 
choose any one marked with the 
level of difficulty listed below that 
best matches your current level of 
interactive skill. 

Junior: Best introduction to 
interactive fiction. Written for 
everyone from age 9 up. 

Standard: Good introductory level 
for adults. This is Infocom's most 
popular level of interactive fiction. 

Advanced: A greater level of 
challenge. Recommended for 
those who've already experienced 
Infocom's interactive fiction. 



Expert: For real diehards seeking 
the ultimate challenge in 
interactive fiction. 

Then find out what it's like to 
get inside a story. Get one from 
Infocom. Because with Infocom's 
interactive fiction, there's room 
for you on every disk. 

inFoconx 

55 Wheeler St., Cambridge, MA 02138 

For your: Apple II, Macintosh, Atari, Commodore 64, 
DECmate, DEC Rainbow, DEC RT-1 1, HP 150 & 1 10, 
IBM PC* & PCjr, KAYPRO II, MS-DOS 2.0*, 
Osborne, TI Professional, TI 99/4A, Tandy 2000, 
TRS-80 Color Computer, TRS-80 Models I & III. 

*Use the IBM PC version for your Compaq and 
the MS-DOS 2.0 version for your Wang, Mindset, 
Data General System 10, GRiD and many others. 

Manufactured and Printed in USA 

© 1984 Infocom, Inc. 

Warranty information enclosed. 

ZORK is a registered trademark of Infocom, Inc.